A fix for dungeon layout

Tifached

New member
Oct 8, 2021
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I've seen several posts on how to "fix the game" recently, so I figure I'd add my 2 cents.

I remember in the past Henrik stating that they want to add multiple entrance/exits to existing dungeons. While this idea is good, it only addresses one of the issues with the dungeons. The layout of every dungeon i have been in has been very linear. If the dev team were to restructure the layout, making them more labyrinth like, it would allow multiple groups, even small groups, to find an out of the way "nook" to hide in while still be able to farm.

I've got about 2000 hours in game, as a solo/small group player, between different accounts over the years and dungeons have always been locked down by big guilds. I understand territory control, and the idea that if a guild owns that area, then they should have the option to lock it down. But make it more challenging for the guild to do this. ADD THE MULTIPLE ENTRANCES.
 

fartbox

Active member
Apr 29, 2023
174
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Seems crazy to go on these wild goose chasess and change everything except the main culprit in why zerging is so strong is mortal. Spoiler: It's not the dungeon layouts. Not saying multiple layouts are not good. Multiple layouts are definitely good. But I would like to see the main offender tackled first, especially with limited dev resources.

It's the combat. None of the other sandboxes have the issues that mortal has with zerging because their combat supports two things; 1vX and Disengage. They have ways to pick their fights and ways to win the fight even 1v10 in every single other sandbox....except mortal.
 

Jackdstripper

Well-known member
Jan 8, 2021
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They used to have disengages in MO1. The effect of dex on foot speed was greater, so kiting was much easier with dex characters as you were able yo create distance much quicker.

unfortunately that made speed the best stat in the game, and turned every fight into a burst of action followed by endless chases across the map. Literally across the map.

Sure, small fast groups were a lot more viable and could survive the zergs, but finishing enemies was a pain. This pushed everyone into playing nothing but Vheela, as anything else just wouldn’t keep up with all the chasing and would either be left behind or chased down and killed.

So yea, fix one thing and break one other.

Im all for less linear dungeons with more ways in and out. Cant stand how easy it is to gatekeep most of the dungeons.
 
Last edited:

fartbox

Active member
Apr 29, 2023
174
98
28
They used to have disengages in MO1. The effect of dex on foot speed was greater, so kiting was much easier with dex characters as you were able yo create distance much quicker.

unfortunately that made speed the best stat in the game, and turned every fight into a burst of action followed by endless chases across the map. Literally across the map.

Sure, small fast groups were a lot more viable and could survive the zergs, but finishing enemies was a pain. This pushed everyone into playing nothing but Vheela, as anything else just wouldn’t keep up with all the chasing and would either be left behind or chased down and killed.

So yea, fix one thing and break one other.

Im all for less linear dungeons with more ways in and out. Cant stand how easy it is to gatekeep most of the dungeons.

Its not fix one thing and break another. Its lazy design, its making one race just raw faster then everyone else. When we look at escapability and disengage in successful sandbox MMO's like EVE and Albion we see many different mechanics all working together. The produce a "provably successful" effect when utilized properly. Which means the guy escaping will escape most of the time, but not all of the time due to the nature of the mechanics.

IE: Gap closers/stealth/mount mechanics/knock backs/speed boosters in Albion

EVE: Stealth, Gap closers (MDJ), Intel mechanics (local), gate jump mechanics, speed boosters that can be nullified by counterplay

Its not just slap one system in (DEX) and call it a day. You need a plethora of different plays and counterplays.